Praey for the Gods 评测
Praey for the Gods》是一款攀爬巨兽的开放世界冒险游戏,在游戏中,您将扮演一名孤胆英雄,被派往一片濒临灭绝的冰封土地的边缘,探索并解开永无止境的寒冬的秘密。在游戏中,您将扮演一名被派往濒临灭绝的冰封大陆边缘的孤胆英雄,探索并解开永无休止的寒冬的秘密。
应用程序 ID | 494430 |
应用程序类型 | GAME |
开发人员 | No Matter Studios |
出版商 | No Matter Studios |
类别 | 单人游戏, Steam成就, 蒸汽雲, 完全支持控制器, 在电视上远程播放 |
流派 | 独立, 动作, 角色扮演, 冒险 |
发行日期 | 14 十二月, 2021 |
平台 | Windows |
支持的语言 | English, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Russian, Korean, Turkish, Czech, Danish, Dutch, Hungarian, Polish, Romanian, Swedish |

2 934 总评论
2 381 正面评价
553 负面评论
大多数好评 评分
Praey for the Gods 已收集 2 934 条评测,其中 2 381 条好评,553 条差评,总体评分为“大多数好评”。
评测趋势图
上方图表展示了 Praey for the Gods 在一段时间内的用户反馈趋势,显示了随着新更新和功能推出,玩家意见的动态变化。这一可视化数据有助于了解游戏的评价及其发展趋势。
最新 Steam 评测
本节展示了 {name} 在 Steam 上的最新 10 条评测,反映了玩家的多种体验和观点。每条评测摘要都包括总游戏时间,以及点赞和差评的数量,清晰展现社区反馈。
游戏时间:
1321 分钟
(๑•̀ㅂ•́)و✧
(ง •_•)ง
👍 : 0 |
😃 : 0
好评
游戏时间:
242 分钟
NOT RECOMMENDED不推荐【5/10】
点子好,但只有一点点。
这个游戏的主题就是猎杀巨物,核心玩法自然也围绕这一点展开。每当遇见一个boss,你可以查看先烈留下的遗书/壁画知己知彼,也可以自己摸索,然后找机会爬到怪物身上,挨个攻击弱点,最后拿下它。
优点:
1.游玩纵深非常大,理论上全地图想去哪儿就去哪儿,这也让boss战能够上天入地惊险无比;
2.boss各具特色,应对方法多种多样,不一定只由一种方式击败巨物
优点就是游戏吸引我购买的原因,但是缺点过于严重掩盖了仅剩的优点
缺点:
1.核心玩法僵化,
大概流程就是:
a.想办法/找机会让敌人与你相对降低姿态以便你爬上身去
b.爬来爬去找弱点
c.找到弱点,提起三次,按下三次(不一定)
玩一次还算凑合,但每次boss战都要机械重复让人昏昏欲睡,但下一个缺点弥补了这一点
2.反人类设计
小小人类在巨物身上自然会难以立足,动作稍大就可能把女主摇下来,所以你需要连按以抓紧
但开发者显然高估了这个系统的趣味性。
在攀爬和弱点击破环节,每个boss会不同程度地摇晃,一旦摇晃,你未按下的伤害就会被打断,同时,弱点被提起和按下的前后摇很长,一旦开摇又会消耗体力,体力耗尽就会掉下去
有没有补救措施呢?有,巨物身上不同程度地嵌有抓钩点,空中抓钩还能慢动作,还能开滑翔伞减速,很美好吧?然而你在巨物身上下落的过程中,你会处于落下和站立的量子叠加态,导致你的抓钩/滑翔不断被打断,再加上时不时的攀爬键判定失灵,那就只能眼睁睁看着落地,然后因为被怼得开不了降落伞而摔掉血,或是被boss几脚踩死
3.老年人尬斗
体型差战斗无非最注重大型方的势慢力沉,小型方的灵巧力弱,讲究一个四两拨千斤,但是在游戏中,女主的动作充满了“迟钝感”,任何动作的前后摇都很长,被击倒了要等很久才能爬起来。这就导致如果你被四蹄boss踢一脚,你就大概率会被踢到死
4.割裂生存
游戏还非得和“生存制造”沾点边,要你伐木狩猎来制造东西,这本来是一件调节游戏节奏的美事,但吝啬的背包大小和年迈的女主摧毁了其中的乐趣。还加上了耐久度系统,即使最低难度你的装备也会快速损坏,强迫你去收集资源。你以为有抓钩的女主机动性强过野兽,错,女主抓钩完落地还要等个零点几秒,回过神来猎物早跑了,再加上猎物跑得比你快,你就只能通过地形逼迫,而动物的地形适应能力比你高出一个量级,陡坡走得飞快,追了半天还可能卡到悬崖里。
综上所述,请善待你的心脏和右手中指。玩着比魂类游戏手累,而且心还累,
可惜可叹,可惜可叹啊
---------------------
Good concept, but barely executed.
The theme of this game is hunting colossal creatures, and the core gameplay revolves around this premise. Whenever you encounter a boss, you can review the relics/murals left by predecessors to strategize or figure it out yourself, then find an opportunity to climb onto the monster, attack its weak points one by one, and ultimately defeat it.
**Pros:**
1. The game offers vast exploration freedom—theoretically, you can go anywhere on the map, making boss battles thrilling as they span sky and earth.
2. Bosses are uniquely designed, with varied approaches to defeating them. You aren’t limited to just one method.
These pros are what initially drew me to purchase the game, but the severe flaws overshadow the few remaining strengths.
**Cons:**
1. **Rigid core gameplay.**
The general flow is:
a. Find a way/opportunity to make the enemy lower its stance so you can climb on.
b. Crawl around to locate weak points.
c. Attack the weak points—lift three times, press three times (maybe).
Doing this once is tolerable, but repeating it mechanically for every boss battle becomes mind-numbingly tedious. However, the next flaw "fixes" this issue.
2. **Anti-human design.**
As a tiny human on a massive creature, staying grounded is naturally difficult. Any significant movement might shake the protagonist off, so you must mash buttons to hold on.
But the developers clearly overestimated how fun this system would be.
During climbing and weak-point attacks, each boss shakes to varying degrees. If shaken, your unfinished attacks are interrupted. Worse, the animations for lifting/pressing weak points are painfully long, and shaking drains stamina. Run out of stamina, and you fall.
Is there a way to recover? Yes. The creatures have grapple points embedded across their bodies. Mid-air grappling even triggers slow-mo, and you can deploy a glider to slow your descent. Sounds great, right?
Except—while falling off the creature, you exist in a quantum superposition of "falling" and "standing," causing your grapple/glider to constantly cancel. Combined with frequent unresponsive climb inputs, you’re left helplessly watching your character plummet. Then, either you fail to deploy the glider in time and take fall damage, or the boss stomps you to death.
3. **Elderly-paced combat.**
Fights with size disparities should emphasize the colossal side’s slow, heavy power and the small side’s agility and precision—a "four ounces moves a thousand pounds" dynamic. But in this game, the protagonist’s movements are sluggish, with lengthy wind-ups and recoveries. If a hoofed boss kicks you once, you’ll likely get stun-locked to death.
4. **Disjointed survival mechanics.**
The game insists on shoehorning in "survival crafting," forcing you to chop wood and hunt to craft items. This could’ve been a nice rhythm-breaker, but the stingy inventory and the geriatric protagonist ruin any fun. There’s even a durability system—even on the lowest difficulty, your gear breaks absurdly fast, forcing constant resource grinding.
You’d think a grapple-equipped protagonist would outmaneuver wildlife. Wrong. After grappling, the heroine takes a solid 0.x seconds to recover, by which point the prey has long fled. And since animals run faster than you, your only option is to corner them using terrain—except wildlife has far better terrain adaptability, scaling steep slopes effortlessly. After chasing forever, your target might even clip into a cliff.
In conclusion, spare your heart and right middle finger. This game is more physically exhausting than Souls-likes and mentally draining to boot.
A shame, truly a shame.
👍 : 0 |
😃 : 1
差评